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Posts posted by Litro
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in http://herc.ws/wiki/Custom_Items#Structure said
Under pre-re mode third classes are considered upper, making use ofthe 8 and above masks is therefore not necessary unless in renewalmode. When no value is specified, all classes (mask 0x3f) are able toequip the item.
how about i activated it under pre-renewal mode ?
in db/pre-re/item_db.conf setting on the Rune Knight is Upper: 8, that i have to set it 2 to make Rune Knight able using it, i want to make genetic item creation like Dish stats +20 is unusable for 2ndtrans job
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wow =0 kind of 3D
wow =0 kind of 3D
yeah the sliding statue that what orlox say long ago wish it come to ragexe.exe one day
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i replace the default axe-axe sprites into the merged 2 naght blade
if you replaced default then if any assassin using 2 axe then all of them will show merged 2 naght blade sprite right ?
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Tested!
It work but bonus appear only when character log out and log in, change map
drop item from inventory effect do not disappear, @@Dastgir
tested to, get the same result
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hi sir, how about the main question if there is item marked charm in inventory and later on he got one again other item with different id (so there is 2 charm marked item) is will just one that will giving effect either the first one or the latter?
http://upaste.me/f8b42118100b0bab2
^ This is as it is version, made months ago, there's no compile warnings/errors, but dont' know if it works or not with new rev,How it works?
Add Following to item:
Charm: true
in item_db.conf in whichever item you want.
and Thanks for this, the patch used by me giving memory dump when im closing or restarting the map server, i will try this one after removing my patch
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I got this patch from rathena (attached below), i have patched it in my server (using herc emulator), can some one help me to make it like just one item will be in effect if there is more than one in inventory ?
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I think you need a new custom event i.e. OnEquipEvent for equip action triggering then calculate pc again it will update the normal head gear view
unfortunate me then i didn't understand how to do it, can you help me with that ,
TBH
Litro
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i have costume system that called "Orb" will be put on costume tab on alt+q but the item didn't have view and i want it to keep the appearance of alt+q general tab, trying some methode but have no result can some one help me ?
The Stories:
1. when Orb is equiping it will check if the player have equip on it, if yes the orb will keep the appearance of equip on general tab of equipment (alt+q)
2. in case the player use "Victorious Coronet" and equiped the Orb his view will be Victorious Coronet but when he change the headgear on general tab his view is still the Victorious Coronet, to solve this i think i will have continues check to keep right view appearance
and here i try using script Euphy's Quest Shop part to make it happen and dang i get stuck to how to make it happen, here my current script, didn't complete it yet, stuck on part after i got the timer runing how i can keep the function run...
- script LookOveride2 -1,{ OnEnd: if (@qe_[6]) { changelook LOOK_HEAD_BOTTOM, @qe[3]; changelook LOOK_HEAD_TOP, @qe[4]; changelook LOOK_HEAD_MID, @qe[5]; } deletearray @qe_[0]; addtimer 1000, strnpcinfo(0)+"::OnEnd"; end;}//callfunc("LookOverride", 1);function script LookOverride { //setarray .@i_[1], EQI_HEAD_TOP, EQI_HEAD_MID, EQI_HEAD_LOW; setarray .@k_[1], LOOK_HEAD_TOP, LOOK_HEAD_MID, LOOK_HEAD_BOTTOM; setarray .@q[1], getequipid(EQI_HEAD_TOP), getequipid(EQI_HEAD_MID), getequipid(EQI_HEAD_LOW); setarray @qe_[1], getiteminfo(.@q[getarg(0)],5), getiteminfo(.@q[getarg(0)],11); setarray @qe_[3], getlook(LOOK_HEAD_BOTTOM), getlook(LOOK_HEAD_TOP), getlook(LOOK_HEAD_MID), 1; changelook .@k_[getarg(0)], @qe_[2]; addtimer 1000, "LookOveride2::OnEnd"; return;}
and the item
{ Id: 26056 AegisName: "Destruction_Orb" Name: "Destruction Orb" Type: 5 Buy: 0 Upper: 7 Loc: 1024 Refine: false Script: <" bonus bAtkRate,3; "> OnEquipScript: <" callfunc("LookOverride", 1); "> OnUnequipScript: <" callfunc("LookOverride", 1); ">},
and if someone have better idea.. please help me,
TBH - Litro
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any plan to make it a hercules plugin as well?
+1 for this it will be nice to make it plugins
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here i go again, after updating my server to last commit before i post this and my server did this tada... make me confused when i,m level150 and it go like this
and when i'm level 151 it become like this
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see the details on job_db.conf Assassin_Cross inherited from Assassin so look at the Assassin part HPTable (here what i make in excel https://docs.google.com/spreadsheets/d/1JRYYl88tzdBmVmuvnT3ceDtZhXW5bXIJ9jMima1wmsU/pubhtml?gid=0&single=true), look at it closely you will see increased number steadly from level 1-99 (Transcend Job Max Level) and the rest until 150 is using 98 & 99 level increase number wich is 113 &114.
And if your server have max level more than 1-150 then server will use average number value, how it got average value ? here the answer [post=http://herc.ws/board/topic/9082-job-db1txt-redesign/#entry55136]Average number calc[/post], so the average value will be 78.7047 (I calculated it with excel) so server will generate HPTable level 151 with value = 11845.7 -
isn't it there in battle conf ? in case it was, try to disable this https://github.com/HerculesWS/Hercules/blob/master/conf/battle/items.conf#L64
// How much time must pass between item uses?// Only affects the delay between using items, prevents healing item abuse. Recommended ~500 ms// On officials this is 0, but it's set to 100ms as a measure against bots/macros.item_use_interval: 100
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while waiting for @@malufett tool, i try make my own generator but it always fail to make same hp pool with revision befor new job_db patch, can some one help me make it right ?
<?php $MAX_LEVEL = 250; $HPFactor = 70; $HPMultiplicator = 500; for ($i = 2; $i <= $MAX_LEVEL; $i++) { $j += ($HPFactor / 100) * $i; $k = 35 + $i * ($HPMultiplicator / 100) + $j; echo round($k); echo "<br>"; }?>
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Happy Birth day dear
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wow gz, cheers
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uh oh.. isn't that have been there age ago ? Herculesconfbattleplayer.conf
// Minimum distance a vending/chat room must be from a NPC in order to be placed// Default: 3 (0: disabled).min_npc_vendchat_distance: 3
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thanks @@malufett, but it still weird have you seen my screenshot it have sp 784707 and Warlock SP Table inherited from Wizard and wizard all level on sp table increased by 9 per level (if i calculate it corectly so the average is 9), basically the automatically generated missing index will have same result with sp table that i manualy generated and the question is why and how the automaticaly generated give me 784707 SP and the manualy generated give me 10294 SP?
Original Wizard SPTable 1-150
SPTable:[ 19, 28, 37, 46, 55, 64, 73, 82, 91, 100, // 1 - 10 109, 118, 127, 136, 145, 154, 163, 172, 181, 190, // 11 - 20 199, 208, 217, 226, 235, 244, 253, 262, 271, 280, // 21 - 30 289, 298, 307, 316, 325, 334, 343, 352, 361, 370, // 31 - 40 379, 388, 397, 406, 415, 424, 433, 442, 451, 460, // 41 - 50 469, 478, 487, 496, 505, 514, 523, 532, 541, 550, // 51 - 60 559, 568, 577, 586, 595, 604, 613, 622, 631, 640, // 61 - 70 649, 658, 667, 676, 685, 694, 703, 712, 721, 730, // 71 - 80 739, 748, 757, 766, 775, 784, 793, 802, 811, 820, // 81 - 90 829, 838, 847, 856, 865, 874, 883, 892, 901, 910, // 91 - 100 919, 928, 937, 946, 955, 964, 973, 982, 991, 1000, // 101 - 110 1009, 1018, 1027, 1036, 1045, 1054, 1063, 1072, 1081, 1090, // 111 - 120 1099, 1108, 1117, 1126, 1135, 1144, 1153, 1162, 1171, 1180, // 121 - 130 1189, 1198, 1207, 1216, 1225, 1234, 1243, 1252, 1261, 1270, // 131 - 140 1279, 1288, 1297, 1306, 1315, 1324, 1333, 1342, 1351, 1360] // 141 - 150
manualy generated Wizard SPTable - Level 151 - 255
1369, 1378, 1387, 1396, 1405, 1414, 1423, 1432, 1441, 1450, // 151 - 160 1459, 1468, 1477, 1486, 1495, 1504, 1513, 1522, 1531, 1540, // 161 - 170 1549, 1558, 1567, 1576, 1585, 1594, 1603, 1612, 1621, 1630, // 171 - 180 1639, 1648, 1657, 1666, 1675, 1684, 1693, 1702, 1711, 1720, // 181 - 190 1729, 1738, 1747, 1756, 1765, 1774, 1783, 1792, 1801, 1810, // 191 - 200 1819, 1828, 1837, 1846, 1855, 1864, 1873, 1882, 1891, 1900, // 201 - 210 1909, 1918, 1927, 1936, 1945, 1954, 1963, 1972, 1981, 1990, // 211 - 220 1999, 2008, 2017, 2026, 2035, 2044, 2053, 2062, 2071, 2080, // 221 - 230 2089, 2098, 2107, 2116, 2125, 2134, 2143, 2152, 2161, 2170, // 231 - 240 2179, 2188, 2197, 2206, 2215, 2224, 2233, 2242, 2251, 2260, // 241 - 250 2269, 2278, 2287, 2296, 2305, // 251 - 255
automatically generated Wizard SPTable ??
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// Note: If table index size is smaller than the max level the server will automatically generate the missing index based on the average increase per level.
my test server have high level set, BaseLevel = 255 and the sp amount is insanely high and what is average number per level can you help enlighten me
and i try to create my own sp table for wizard class, coz warlock(trans) iherited it and it got me near the previous job_db result (sp amount)
Wizard: { Weight: 24000 BaseASPD: { Fist: 500 Dagger: 575 Rod: 625 TwoHandRod: 625 } HPTable:[ 40, 46, 53, 60, 68, 76, 85, 94, 104, 115, // 1 - 10 126, 138, 150, 163, 176, 190, 204, 219, 234, 250, // 11 - 20 267, 284, 302, 320, 339, 358, 378, 398, 419, 441, // 21 - 30 463, 486, 509, 533, 557, 582, 607, 633, 659, 686, // 31 - 40 714, 742, 771, 800, 830, 860, 891, 922, 954, 987, // 41 - 50 1020, 1054, 1088, 1123, 1158, 1194, 1230, 1267, 1304, 1342, // 51 - 60 1381, 1420, 1460, 1500, 1541, 1582, 1624, 1666, 1709, 1753, // 61 - 70 1797, 1842, 1887, 1933, 1979, 2026, 2073, 2121, 2169, 2218, // 71 - 80 2268, 2318, 2369, 2420, 2472, 2524, 2577, 2630, 2684, 2739, // 81 - 90 2794, 2850, 2906, 2963, 3020, 3078, 3136, 3195, 3254, 3313, // 91 - 100 3372, 3431, 3490, 3549, 3608, 3667, 3726, 3785, 3844, 3903, // 101 - 110 3962, 4021, 4080, 4139, 4198, 4257, 4316, 4375, 4434, 4493, // 111 - 120 4552, 4611, 4670, 4729, 4788, 4847, 4906, 4965, 5024, 5083, // 121 - 130 5142, 5201, 5260, 5319, 5378, 5437, 5496, 5555, 5614, 5673, // 131 - 140 5732, 5791, 5850, 5909, 5968, 6027, 6086, 6145, 6204, 6263] // 141 - 150 SPTable:[ 19, 28, 37, 46, 55, 64, 73, 82, 91, 100, // 1 - 10 109, 118, 127, 136, 145, 154, 163, 172, 181, 190, // 11 - 20 199, 208, 217, 226, 235, 244, 253, 262, 271, 280, // 21 - 30 289, 298, 307, 316, 325, 334, 343, 352, 361, 370, // 31 - 40 379, 388, 397, 406, 415, 424, 433, 442, 451, 460, // 41 - 50 469, 478, 487, 496, 505, 514, 523, 532, 541, 550, // 51 - 60 559, 568, 577, 586, 595, 604, 613, 622, 631, 640, // 61 - 70 649, 658, 667, 676, 685, 694, 703, 712, 721, 730, // 71 - 80 739, 748, 757, 766, 775, 784, 793, 802, 811, 820, // 81 - 90 829, 838, 847, 856, 865, 874, 883, 892, 901, 910, // 91 - 100 919, 928, 937, 946, 955, 964, 973, 982, 991, 1000, // 101 - 110 1009, 1018, 1027, 1036, 1045, 1054, 1063, 1072, 1081, 1090, // 111 - 120 1099, 1108, 1117, 1126, 1135, 1144, 1153, 1162, 1171, 1180, // 121 - 130 1189, 1198, 1207, 1216, 1225, 1234, 1243, 1252, 1261, 1270, // 131 - 140 1279, 1288, 1297, 1306, 1315, 1324, 1333, 1342, 1351, 1360, // 141 - 150 1369, 1378, 1387, 1396, 1405, 1414, 1423, 1432, 1441, 1450, // 151 - 160 1459, 1468, 1477, 1486, 1495, 1504, 1513, 1522, 1531, 1540, // 161 - 170 1549, 1558, 1567, 1576, 1585, 1594, 1603, 1612, 1621, 1630, // 171 - 180 1639, 1648, 1657, 1666, 1675, 1684, 1693, 1702, 1711, 1720, // 181 - 190 1729, 1738, 1747, 1756, 1765, 1774, 1783, 1792, 1801, 1810, // 191 - 200 1819, 1828, 1837, 1846, 1855, 1864, 1873, 1882, 1891, 1900, // 201 - 210 1909, 1918, 1927, 1936, 1945, 1954, 1963, 1972, 1981, 1990, // 211 - 220 1999, 2008, 2017, 2026, 2035, 2044, 2053, 2062, 2071, 2080, // 221 - 230 2089, 2098, 2107, 2116, 2125, 2134, 2143, 2152, 2161, 2170, // 231 - 240 2179, 2188, 2197, 2206, 2215, 2224, 2233, 2242, 2251, 2260, // 241 - 250 2269, 2278, 2287, 2296, 2305] // 251 - 255}
using revision before job_db redesign
using revision after job_db redesign and adding sp table
and hp table seems lowered from previous
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how i can make sp amount like previous revision ?
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PointsPvP:getitem 7420,1;if (playerattached() == killedrid) end;getmapxy(@map$,@x,@y,0);set @CID,getcharid(0);set @points,0;set @name$,"";query_sql "SELECT `pointss_pvp` FROM `rank_pvp` WHERE `char_id`="+@CID+"",@points;query_sql "SELECT `char_name` FROM `rank_pvp` WHERE `char_id`="+@CID+"",@name$;if (@nome$ == ""){query_sql "INSERT INTO `rank_pvp` (`char_id`,`char_name`,`points_pvp`) VALUES ("+@CID+",'"+strcharinfo(0)+"',1)",@esc$;dispbottom "Pontos PvP Master: 1";end;}query_sql "UPDATE `rank_pvp` SET `points_pvp` = `points_pvp` +1 WHERE `char_id`="+@CID+"",@esc$;dispbottom "Total PvP Points: "+(@points+1);setarray .@point_announce, 100, 200, 300, 400; // set point you want to announcefor (.@p = 0; .@p < getarraysize(.@point_announce); .@p++) { if ((@points+1) == .@point_announce[.@p]) { announce strcharinfo(0)+" just made "+.@point_announce[.@p]+" PvP Points!.",bc_all,0x00FF00;}end;}
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coz it jump to label 'Timmer' and the label have an 'end;' not 'close;', change that end; to close;
Timmer: if(getgmlevel() > 0) end; addtimer 900000, "Anti Bot::OnCheck"; end;
it little strange for me, do you sure want to run bot checker every 15 minute on every map except jawai ?
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try this..
- script Healer -1,{ if (Delay > gettimetick(2)) { message strcharinfo(0),"Can be used on: "+callfunc("Time2Str", Delay); end; } percentheal 100,100; sc_start 32, 240000, 10; // Increase Agi Duração: 999 sec sc_start 30, 240000, 10; // Blessing Duração: 999 sec skilleffect 29,0; // Increase Agi skilleffect 34,0; // Blessing if (gethominfo(1)) healhomun 100,100; Delay = gettimetick(2) +.Delay; end; OnInit: .Delay = 3600; // value are in second end;}
Script to send awards
in Script Requests
Posted
This one will be hard, even you have patch the mac_addres patch the mac address will send 000000000000 for player who use usb stick modem or , the only way is using hackshield that was around to buy,